// Copyright Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.IO;

public class ScreenShot : ModuleRules
{
	public ScreenShot(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "../ThirdParty/libqrencode/include"));

		PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "../ThirdParty/libqrencode/lib/qrencode.lib"));

		PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "../ThirdParty/libsodium/include"));

		PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "../ThirdParty/libsodium/x64/Release/v143/static/libsodium.lib"));
		PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "../ThirdParty/libsodium/x64/Release/v142/static/libsodium.lib"));

		PublicIncludePaths.AddRange(
			new string[] {
				
			}
			);

		PublicIncludePaths.Add(ModuleDirectory);
		
		
		
		PrivateIncludePaths.AddRange(
			new string[] {
				// ... add other private include paths required here ...
			}
			);
			
		
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
				"ImageWrapper"
				// ... add other public dependencies that you statically link with here ...
			}
			);
			
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"CoreUObject",
				"Engine",
				"Slate",
				"SlateCore",
				// ... add private dependencies that you statically link with here ...	
			}
			);
		
		
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				// ... add any modules that your module loads dynamically here ...
			}
			);
	}
}
